Description
Course info
Level
Intermediate
Updated
Jun 8, 2018
Duration
1h 44m
Description

From swords to axes, fireballs to massive AOE attacks, players have come to expect a wide array of weapons and effects from their games. In this course, Swords and Shovels: Combat System, you will learn the skills you need to create and implement a scalable and extensible combat framework for use in your Unity games. First, you will explore the elements and history of combat in role playing games. Next, you will discover how to lay the groundwork by creating a set of core classes and interfaces to act as building blocks for your system. Finally, you will learn to build upon this framework to create distinct weapons and effects. When you are finished with this course, you will have the skills and knowledge required to create fun and engaging combat in your Unity games. Software required: Unity.

About the author
About the author

Marc is an accomplished technologist with extensive experience bringing the best of web, mobile, and traditional architectures to some of the largest firms in the world. Marc brings a unique combination of professionalism and passion to every venture and there are few things he's more passionate about than game development.

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Swords and Shovels: Closing the Loop
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About the author

Alex is a lover of all things programming and game development. He is the co-founder of FrivolousTwist and has years of experience in the entertainment industry as a Graphical Engineer.

Section Introduction Transcripts
Section Introduction Transcripts

Course Overview
Hello. I'm Alex, and I'm Marc. We're both game developers at FrivolousTwist. Welcome to the Swords and Shovels: Combat System course. From swords to axes, fireballs to massive AOE attacks, players have come to expect a wide array of weapons and effects from their games. Building upon the previous courses in the Swords and Shovels series, you'll take a component-based approach to adding fun and engaging combat to your own games using the Unity engine. You will learn not only how to create specific attacks, weapons, and effects, but how to create a scalable framework that allows for the addition of new elements without the need for a ton of custom code. Once you've finished this course, you'll have all the tools you'll need to create fun and engaging combat into your games, and you'll think of a few neat tricks along the way. Before we get started, you should be familiar with the Unity editor, have a working knowledge of the C# programming language, and also have a basic understanding of object-oriented principles. We have a lot to cover. Marc and I hope you'll join us in learning how to create a fun and engaging combat system in the Swords and Shovels: Combat System course, on Pluralsight.

Creating the Combat Module
Hi. I'm Alex, and I'm Marc. Welcome to the Swords and Shovels: Combat System course. This course will cover the process of planning out and implementing an extensible combat system that you can integrate into your games. In the first module, we'll both be taking you through the planning process and laying down the foundation for our combat system. From there, I'll show you how we can build upon this foundation by adding weapons. With weapons in place, you and I will start making things interesting by introducing enemies and adding some additional combat effects. We'll then wrap things up by adding spells, AOE attacks, and handling player death. There's a lot to be covered. We hope you enjoy this course.

Weapons
In our previous module, we laid a foundation for adding combat to the Swords and Shovels project. We discussed the elements of a successful combat system, defined our framework, and created our first attack. In this module, we'll build upon that framework demonstrating the creation and use of weapons. We'll write a Weapon class derived from our AttackDefinition ScriptableObject. We'll create a sword attack based on an instance of that weapon. We'll then equip our weapon to our hero. We'll modify our hero's animation controller to animate our attack. We'll then use our weapon. And finally, we'll demonstrate how we can use this system to easily add another weapon. We have a lot to cover. Let's get started.

Making Combat Interesting
Welcome to the Making Combat Interesting module. With weapons added to our core framework, it's time to start having fun with combat. In this module we'll be adding scrolling combat text to give our players more feedback when an attack was successful. We'll then be handling object destruction. Next, we'll be enabling our enemies to start attacking the player, and then making our enemies attackable by our hero. We'll end things up by adding ragdolls to our game, which will give our players a satisfying way to kill their enemies. I hope you're excited. Let's get started.

Finalizing Systems
In this module, we'll be finalizing our combat system. We'll first add a new attack definition called Spells. We'll then find out how we can use our framework to handle player death. And finally, we'll be taking a quick look at how we can continue to add to our framework by studying AOE attacks. By the end of this module, we'll have a fully-featured and extensible combat framework integrated into the Swords and Shovels project. This combat framework can also be integrated into many of the games you make in the future. Let's get started.